Claudio Ciccani wrote:
> Il giorno sab, 16/02/2008 alle 19.30 +0100, Denis Oliver Kropp ha
> scritto:
>> Claudio Ciccani wrote:
>>> You written FillTrapezoid(), my brain received FillPolygon()!!
>> FillPolygon() would be the toplevel, but if I made up my UI from a bunch
>> of quadrangles calling FillQuadrangles(), it would be much more efficient
>> than a generic FillPolygon() which most likely has to tesselate your polygon
>> using triangles, trapezoids or quadrangles. Well, it could be cached, and
>> end up at the same thing, but if your polygons are changing too much or you
>> have a lot of them coming and going, it would be better to use quadrangles,
>> which would only need to be splitted in case the hardware only does 
>> triangles,
>> or split up a second time for trapezoid based rasterizers, like Matrox 
>> G-series.
>>
>> Maybe I missed something and hardware directly supports arbitrary Polygons 
>> nowadays.
> 
> OpenGL 1.1 compliant cards support polygon rendering (GL_POLYGON) and

Ok :)

> polygon antialiasing (GL_POLYGON_SMOOTH); e.g. the R200 can antialias
> lines and polygons, but not triangles and quads. Indeed antialiased
> quads and triangles are not covered by the specification, therefore is
> really difficult to find a card that supports them.
> Thus FillPolygon() is definitively a better solution than 
> FillQuadrangles() when supported in hardware.
> Either when not supported, FillPolygon() allows the driver to choose how
> geometry is rendered (i.e. using triangles, quads or both?) and
> implement antialiasing according to the capabilities of the underlying
> hardware.

Ah, just thought it would be much more overhead splitting up a polygon
than having quadrangles already.

-- 
Best regards,
   Denis Oliver Kropp

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